Daggerheart General Thread [+]

Another look at making a Dragonbane mallard for Daggerheart. Daggerheart separates culture from species and most of what the Dragonbane mallard has is cultural, they get a rage reroll and are excellent merchants. The merchant bit is clearly more cultural than genetic. I'm skeptical of saying their rage is genetic. This means an appropriate Daggerheart ancestry would preclude using the defining traits of the mallard. Daggerheart is also far, far more high fantasy than Dragonbane, so...

The easiest is to do a mixed ancestry with a reflavor.

Amphibious: You can breathe and move naturally underwater.

Wings: You can fly. While flying, you can mark a Stress after an adversary makes an attack against you to gain a +2 bonus to your Evasion against that attack.

Yes, I know ducks aren't amphibious. It's the closest match and I'm not keen on writing a similar but explicitly worse version of an existing ancestry trait.

And RP that like Donald Duck.
 

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Here's another ancestry. Eladrin from D&D.

Caprine Leap: You can leap anywhere within Close range as though you were using normal movement, allowing you to vault obstacles, jump across gaps, or scale barriers with ease.

Celestial Trance: During a rest, you can drop into a trance to choose an additional downtime move.

Reflavor the leap as teleporting.
 

Here's another ancestry. Eladrin from D&D.

Caprine Leap: You can leap anywhere within Close range as though you were using normal movement, allowing you to vault obstacles, jump across gaps, or scale barriers with ease.

Celestial Trance: During a rest, you can drop into a trance to choose an additional downtime move.

Reflavor the leap as teleporting.
Why not just rewrite it as Misty Step. The problem with reflavoring is that you will endure income situation where it matters whether you could get there "using normal movement."

Misty Step: once per rest you may teleport to any location you can see within Close.
 

Really enjoy it but I'm 'positively' sad you can't give someone some of your hope? At one point every other player had +6 hope and I just couldn't generate a positive amount of hope? So their excess was lost
Is there a way to give someone else your hope

Kept that nice and positive!!
You can't give your Hope per se, but you can spend Hope to help someone with a roll, so that's useful.
 


I’m very glad that you cannot give Hope to other PCs. I think then it becomes this messy shared resource thing and individual achievement gets downplayed.

Do you want to help people out? Aid them in their action rolls so they’re rolling some duality dice and maybe they gain hope. Or take those specific abilities that give other characters Hope. I think it would be down playing a whole suite of game mechanics if you just let players give other players hope.

But if you really want to, go ahead and try it out. Maybe set a cost like you can give one hope but it costs two? But there definitely should be some kind of price for it.
 

Thinking of a Mutant Wasteland campaign frame where you randomly roll ancestry traits. List them out, roll 1d18 for the top trait and 1d18 for the bottom. Maybe you get to pick one but not the other. Then you have to create the skin or flavor for that combo. I dropped all the ancestry traits into a spreadsheet and set it up to pull a random top and bottom. It's kinda fun.

Fearless: When you roll with Fear, you can mark 2 Stress to change it into a roll with Hope instead.
Danger Sense: Once per rest, mark a Stress to force an adversary to reroll an attack against you or an ally within Very Close range.

Charge: When you succeed on an Agility Roll to move from Far or Very Far range into Melee range with one or more targets, you can mark a Stress to deal 1d12 physical damage to all targets within Melee range.
Adaptability: When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.

Quick Reactions: Mark a Stress to gain advantage on a reaction roll.
Reach: Treat any weapon, ability, spell, or other feature that has a Melee range as though it has a Very Close range instead.

Thick Skin: When you take Minor damage, you can mark 2 Stress instead of marking a Hit Point.
Long Tongue: You can use your long tongue to grab onto things within Close range. Mark a Stress to use your tongue as a Finesse Close weapon that deals d12 physical damage using your Proficiency.

High Stamina: Gain an additional Stress slot at character creation.
Reach: Treat any weapon, ability, spell, or other feature that has a Melee range as though it has a Very Close range instead.

Shell: Gain a bonus to your damage thresholds equal to your Proficiency.
Internal Compass: When you roll a 1 on your Hope Die, you can reroll it.

Purposeful Design: Decide who made you and for what purpose. At character creation, choose one of your Experiences that best aligns with this purpose and gain a permanent +1 bonus to it.
Unshakable: When you would mark a Stress, roll a d6. On a result of 6, don’t mark it.
 


Another look at making a Dragonbane mallard for Daggerheart. Daggerheart separates culture from species and most of what the Dragonbane mallard has is cultural, they get a rage reroll and are excellent merchants. The merchant bit is clearly more cultural than genetic. I'm skeptical of saying their rage is genetic. This means an appropriate Daggerheart ancestry would preclude using the defining traits of the mallard. Daggerheart is also far, far more high fantasy than Dragonbane, so...

The easiest is to do a mixed ancestry with a reflavor.

Amphibious: You can breathe and move naturally underwater.

Wings: You can fly. While flying, you can mark a Stress after an adversary makes an attack against you to gain a +2 bonus to your Evasion against that attack.

Yes, I know ducks aren't amphibious. It's the closest match and I'm not keen on writing a similar but explicitly worse version of an existing ancestry trait.

Waterbird: you can dive and move naturally underwater; you do not start to drown for the first Strength minutes. You can sleep while floating on the surface, and in rain, without discomfort.

That's a double but relatively minor benefit that Swans, Ducks, Geese, and Puffins all can pull off.
 


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